In my case that'd leave about 30,000 users unable to play, which would mean an awful lot of angry support to deal with...

Cas

... never thought of it that way. There's just no way to make it known to people that they probably can't run your stuff. Forget about the people not being able to play, its the people that can't play... but that have still bought your stuff that are going to be the thorn in your side.

In my case that'd leave about 30,000 users unable to play, which would mean an awful lot of angry support to deal with...

Cas

There's just no way to make it known to people that they probably can't run your stuff.

I plan to put a warning message about that into my game as some people try to launch it with Microsoft's generic software emulation driver (OpenGL emulation through Direct3D).

What kinda warning would YOU need if your game supports OpenGL 1.3 ? =PFor all the guys running 1.2 and below ?

As far as I know, under Windows, if you don't install the appropriate OpenGL driver, the GDI renderer is used, this one only supports OpenGL 1.1 (more recent versions support OpenGL 1.4). It does not mean that the underlying graphics card supports only OpenGL 1.1. Imagine that an end user owns an ATI Radeon X1950 Pro PCI-E supporting OpenGL 2.0; if he doesn't install any driver, its computer will claim to support only OpenGL 1.1, do you see what I mean?

Not strictly true... the OEM drivers that for some reason infest about 30% of Windows PCs generally work ok for simplistic DirectX apps and even some OpenGL stuff works, but in recent experience, OpenGL tends to just not work at all, usually crashing in native code at init.

Actually, the WHQL drivers that windows uses are probably better-tested than anything else. And they do update it through Windows Update. Mind you it's certified for running Windows with Aero and maybe some simple DX tests and that's about it. Anything beyond that and you have the usual issues of old drivers.

- Everything is MUCH better than in the last driver. We didn't bother to write any patch notes though. - We now support DirectX 11! Please test it with this prerecorded VLC video. - glClear() has been optimized a bit, so it's almost as fast as rendering a fullscreen quad now. - We now have driver support for FBOs on our newest hardware. Of course we've had it in DirectX 9 since two hardware generations ago, but it was a little bit trickier to get it working in OpenGL. Oh, and don't mind that it renders in black and white instead. We haven't quite figured out how to get colors working yet, but I mean, who would want to do COLORED 2D lighting? I mean, come on. - Although we do have hardware support for tessellation, we only expose OpenGL 3 in our drivers and no OpenGL 4 extensions. Expect OpenGL support in a few months. - We've optimized tessellation to the limit! It only costs a single FPS in the Unigine Heaven benchmark! Try it for yourself! (5 FPS -> 4 FPS) We even beat AMD's low-end first generation DX11 cards when extreme amount of tessellation is enabled in a completely artificial tessellation benchmark! - Smooth YouTube video support coming soon... - Note on Nvidia Optimus (laptops with both an integrated Intel GPU for power efficiency and a discrete Nvidia card for performance): Some games crash on these laptops, but it's purely the Nvidia drivers fault. It's not like we're loading the Intel driver and then try to run it on the Nvidia GPU or anything. - OpenCL works! I hope running it on the CPU isn't cheating...

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